Nov 30, 2008
Job Title: Level Designer
Company: Ubihard Montreal :P (past)
Projects: Rainbow Six Vegas, Rainbow Six Vegas 2
Why I Am A Game Industry Rockstar: Rockstar? Hardly! I still feel like a kid in a candy store every time I go to work on something. I still wanna go to E3 someday (the good one dammit!!! with hookers and blackjack) I hope to shake Kojima's hand again and act like a giddy school girl! I dream to become an Industry Rockstar only to have quotes that get fanboys riled up on Kotaku, and somewhere in between to work my way to marry Leigh Alexander ;) [Ed's note: No, I did not pay him to say this, I promise!!!]
Job Title: Game geek
Projects: Paranoia, Evolution, a slew of others; ludography at http://www.costik.com/
Why I Am A Game Industry Rockstar: I am not. Anyone who thinks they are a rockstar, including, say, platinum-selling rock and roll recording artists, deserves a couple of decades of abject failure to teach them the virtues of humility (and will probably get it). I like to think of myself as the annoying mosquito buzz in the ear canal of the game industry. I have designed a number of games that don't suck, along with a fair number that do. I always strive for non-suckiness, but do not always achieve it which, frankly, is about all anyone can say. It perturbs me that the game industry as a whole prizes things like risk reduction and bankable IP over things that don't suck, because that sucks. At present, I design at the fringes of the industry, things like social network and board games, while running a quixotic venture to draw attention to independent games and trying to find games that don't suck to blog about. Also, I cook dinner for my family every night, and occasionally write science fiction.
[Art of Greg by Derek Yu.]
Job Title: art sultan
Company: the behemoth
Projects: alien hominid, castle crashers
Why I am a game industry rockstar: i'm pretty great. well.. i'm just being modest when i say that. i am really really great. just like kanye west! you see, when people look back on history they will skim right over abraham lincoln or thomas edison and go straight to kanye west or dan paladin. i make history. it's just that simple. basically, if you take a million people and then add me i will automatically shine so much with sexiness that you won't even notice there are a million people hanging around. it's not that other people can't be sexy or anything.. anyway, i'm pretty surprised there aren't all that many statues of me yet but i figure it is because it takes a long time to get these features just right.
Job Title: Compliance QA Specialist
Company: Currently THQ Inc. Previously, producer at Midway Games (Los Angeles) and before that Paradox Development
Projects: Red Faction Guerrilla (upcoming), Saints Row 2, Smackdown vs. Raw 2009, Mortal Kombat Shaolin Monks, Backyard Wrestling 1 & 2, X-Men Next Dimension
Why I Am A Game Industry Rockstar: In a previous incarnation I worked as a game producer. I realized that was not the path of the righteous and now abide as a compliance QA specialist. All THQ titles destined for a Sony platform will at some point or another cross my desk, where they will be scrubbed clean of TRC violations. I aim to eventually work as a programmer, and once financially fit, become an independent to create the game I've been dreaming of since I was young. It will, of course, be 2d. Long live the 8-bit era!
Nov 22, 2008
Fullbright, a design blog: http://fullbright.blogspot.com
FEAR: Perseus Mandate, TimeGate Studios
BioShock 2 (upcoming,) 2K Marin
Why am I an industry rock star? It's safe to say that I'm not, but I believe that having an obnoxious file photo like the above is an important first step towards industry infamy.
How I got into game design: After I finished my Sculpture degree, I went into QA since I knew I wanted to get into the games industry but had no marketable skills. After hours I was making FEAR maps using the free level editing tools that had been released. I entered my maps into some contests and eventually moved to Texas to work on an expansion for FEAR. After shipping it I met some 2K folks at GDC and moved back to San Francisco to work on BioShock 2... and here I am!
Nov 21, 2008
Job Title: Audio/Software Support Engineer
Company: Nintendo of America
Projects: Developer Tools/Libraries/Conferences
Why I Am A Game Industry Rockstar: I omit the subject of a sentence as often as possible. This works best when it's subconscious. I refuse to sit in any one seat during recurring meetings, because I'm too cool to stay pinned down. Let's pretend this sentence is something pretentious about materialism or comfort or society (the truth of the matter is that there's nowhere for me to sit). I've instituted a very strict policy of "ice cream time" at work, which occurs exactly 30 minutes before a weekly meeting. We drum up a small posse and trek across two buildings and a sky bridge to the ice cream vending machine in the complete opposite corner of everything from our department. My wedding included Guitar Hero (oh, if Rock Band would have been available!) and pirate outfits.
Nov 20, 2008
Quest Designer and Word-Herder
Pros: Nigh-obsessive attention to personality, overarching themes, and player agency in games. Walking encyclopedia of obscure references. Can occasionally pass as a civilized human being, when sober.
Cons: Can get carried away with games-as-art wankery. Plays life with VERBOSE mode on. Wears a necklace of human teeth.
One thing you don't know about my game: The most obscure reference I put in the game, the nearly impossible-to-find unique version of the Alien Blaster called "Firelance" - a reference to the Martian Firelances in the fake plot-text in the paragraph book for the original Wasteland.
Job Title: Game Designer
Company: Sabarasa Entertainment
Projects: Play With Fire, Pipe World, CuttleCandy, Jackie, Fraid, Loot (canceled), misc. prototypes for DS and WiiWare (in progress).
After trying to hack it in my Mom's basement I decided to get as far out of the matrix as possible and go to Buenos Aires, where I work for a studio doing prototypes and helping out with projects when needed. I'm working on some pretty bold designs right now - a strategy game that's like Starcraft meets Puzzle Quest meets Tarot, a game about romantic relationships, a game about the systematic soul-smothering of the school system. I'm hoping to make some happen for WiiWare and/or DS in the "near future".
For more detail on what I'm about, read my blog King Lud IC, some of my critiques on Play This Thing, play some of my stuff, and check out my speech at EVA '08 - "Design is Cheap" when it becomes available on Google video.
Job Title: President/Gadfly
Company: Orbus Gameworks , where I measure things about they way people play games.
Projects: Lord of the Rings Online, D&D Online, and nowadays I get to work on a new MMO every few months. Consulting is fun!
Why I Am A Game Industry Rockstar: People have described me as the "Where's Waldo" of the game industry. I can be spotted in a crowd of hundreds because I always wear orange. Sometimes I even get spotted in random event photographs.
Job Title: Freelance Storyteller
Company: Zakelro Story Studio
Projects: Design: Renown--strategic card game (in late development stage); Drachurae Cycle--RPG (in mid development stage); HoneyComb Engine--online participatory storytelling
engine (in early/pre-development stage); Unannounced project--PoBros.com
Writing: Jigsaw Detective--Pogo.com; Word Riot Deluxe--Pogo.com; Alice's Magical Mahjong--PoBros.com, Unannounced project--PoBros.com
Why I Am A Game Industry Rockstar:
For better of for worse, "rockstar" in no way applies to me. I'm more akin to a homeless street musician who earns a paycheck playing bass for a Journey cover band cash while pursuing some wild and theoretical potential that exists just below the surface of the music we hear every day.
Job Title: Scriptwriter, story designer, and so on...
Company: Ubisoft Montreal
Projects: Lost - Via Domus, Far Cry 2, and my perpetual favourite, "Unannounced"
Why I Am A Game Industry Rockstar: Because I take myself way too seriously, I think every new innovation sucks, I hate every game story I've ever played (reserving a special circle of Hell for my own), I work hard to make my real self look like my 360 avatar (handlebar mustache here we come!), and I sleep with a stuffed Portal cube.
One thing you don’t know about my game: For Far Cry 2, I wrote a fictional blog from the perspective of one of the NPCs, Reuben Oluwagembi. It was launched months before the game’s release (way back in May) and followed the course of events leading up to the player’s arrival in the world. All done in real time, it served as a nice way to provide hungry fans with more details about the conflict they were heading into. You can find it here: http://reubenblog.typepad.com/
Nov 19, 2008
Companies: 3DO, Namco, Perpetual -- "I started out at 3DO, on a project that had three programmers and nine months. Within my first month, I had one of Atari's old guard snorting Pixy Stix off of my desk while I tried to explain some debugging dilemma that was vexing me at the moment."
Why I Am A Game Industry Rockstar:
As much as I hate to brag, I possess a several impressive superpowers:
- A single mocha can transform me from an unassuming, sleepy girl into a being of incredible power, able to transcend time itself to make the impossible schedule possible. At least, for the rest of the day.
- I can summon neighborhood cats to my balcony with my terrible violin skills.
- Once upon a time I worked on a Naval AI project. We got to set couches on fire in the name of science.
Unfortunately, like all superheroes, I also have my weaknesses:
- I look absolutely terrible in any photograph taken ever. I'm pretty sure this has something to do with warping reality or something, but I haven't yet figured out how to make this particular power of mine useful.
- Sunlight. It burrrrrns usssss!
Job Title: Combat Designer
Current Project: God of War 3
Company: SCEA Studios Santa Monica
Website: http://jasondeheras.comWhy I Am A Game Industry Rockstar:
My nickname is Shirts. I got this nickname from my competitive Street Fighter days. I was so competitive back in those days that I would sometimes rip my shirt (like Hulk Hogan) when I lost to certain people. This passion certainly carries over into my game development career. Well, not exactly... I haven't ripped a shirt at work... yet.